Using normal rules, though, it would take 4 or more turns of continuous fire from all four guns to finish it off.

When I have more time I'll probably start a discussion thread about how different people handle vehicle damage, and how their methods affect vehicle gameplay. One idea that I've been looking into is using fixed values rather than D10s for vehicle armor, like Brag does, just to cut down on the number of dice I need to roll.

The difference being of course that I've statted mostly small to medium-sized creations

The main reason I use fixed armour values is because I only have d6s and exploding dice could mean a guy with an SMG could take out a small tank in one shot if rolls got really weird. I'm also not a huge fan of combined small arms' fire taking out a vehicle, but the 'armoured' rule can cover that. If units with heavy weapons can still combine fire the armoured rule also isn't too powerful imo, whereas otherwise it kinda is. It also makes the game a bit more tactical because it makes your heavy weapons guys more unique and important. In a few games I've given their weapons 5 UR to make them less effective against other infantry and still allow them to hit vehicles most of the time and beat their armour, though they'd still have to combine on bigger creations.

So a not-too-high fixed armour value and 'armoured' is the way to go imo. After all there's also always the aiming bonus, component damage, grinding... that help beat creations down. Though I feel not a lot of people seem to use this.

Actually finding the right armour value for balancing things out can be tricky though and I'm still looking for it on many of my creations. I recommend play-testing before taking it into battle

If you wanna kill something as big and awesome as this tank though, I recommend you'd better build something to match it, because we all know that awesome > purely practical.

Hey thanks for weighing in. I do think that fixed armor values could be scaled up to larger creations and even to this one -- it's the same principle. How often do you apply component damage vs. general structure damage?

Theblackdog wrote:Using normal rules, though, it would take 4 or more turns of continuous fire from all four guns to finish it off.

When I have more time I'll probably start a discussion thread about how different people handle vehicle damage, and how their methods affect vehicle gameplay. One idea that I've been looking into is using fixed values rather than D10s for vehicle armor, like Brag does, just to cut down on the number of dice I need to roll.

Just by a bag of 50 d10s from Amazon like I did. Solved my problem.

But in all seriousness, I think the vehicle armor/damage rules are just about perfect as they are. I've had about a dozen battles with eight to twelve 20"-64" vehicles (plus misc. smaller vehicles) on six to eight factions and both the general and component damage rules worked very well and seemed relatively realistic. Once you get used to them they are not all that complicated.

"For whoever would save his life will lose it, but whoever loses his life for my sake and the gospel's will save it. For what does it profit a man to gain the whole world and forfeit his soul?" Mark 8:35-36

Kaplan wrote:Can you help me out determining the game properties of this vehicle. Especially the armor rating.

The armor rating should definitely be level 5. I generally give anything sturdily built that is over 20" level 5 armor and your tank certainly qualifies in both departments.As far as movement goes, it should be pretty slow, maybe 8" or so, especially if you are using the standard movement cost rules. The group I play with found that the standard movement cost system breaks down really fast once you start getting large vehicles with high armor since every inch of move costs the same no matter the size or armor level. We developed a more complicated system that has worked fairly well, I'll post it in the Bonus Material section one of these days.You will also want a full size gunnery team for your main turret and OT missiles. On large weapons gunners are worth every CP.

"For whoever would save his life will lose it, but whoever loses his life for my sake and the gospel's will save it. For what does it profit a man to gain the whole world and forfeit his soul?" Mark 8:35-36

I recommend big AoE explosive damage... on any weapon, by default, but especially the main gun because its size is gonna be off the charts, meaning it'll be difficult to hit just about anything with it directly. You could also give it different fire-modes (high-powered, low-powered...) for different targets.

o_O Whoa, this tank is amazing. I'm not sure if it even should be called a tank anymore haha. It would be a bad day for my faction if it ever encountered this on the battlefield. I love the overall design and detail implemented.